Player loadsaved (GoldSrc): Difference between revisions

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{{tabs|player_loadsaved|goldsrc=1|source=1|main=source}}
{{tabs|player_loadsaved|goldsrc=1|source=1|main=source}}
{{This is a|name=player_loadsaved|e0|engine=1|game=Half-Life|game1=hlof|game2=hlbs}}
{{This is a|name=player_loadsaved|e0|engine=1|game=Half-Life|game1=hlof|game2=Half-Life: Blue Shift}}


This entity will reload the latest saved game when triggered. Useful for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with [[env_message_(GoldSrc)|env_message]] to display an appropriate text message.
This entity will reload the latest saved game when triggered. Useful for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with [[env message (GoldSrc)|env_message]] to display an appropriate text message.


==Key Values==
==Key Values==

Revision as of 07:48, 17 February 2024

player_loadsaved is an e0 available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.Template:1 topicon

Warning.pngWarning:
  • The {{{game1}}} parameter is inconsistent with the name defined by the {{hlof}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Half-Life: Opposing Force.
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{1}} template.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

This entity will reload the latest saved game when triggered. Useful for gameover screens if an important NPC dies, or a crucial object is lost. Can be used together with env_message to display an appropriate text message.

Key Values

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Fade Duration(seconds) ([todo internal name (i)]) <integer>
The amount in seconds it will take to fade out.
Hold Fade (seconds) ([todo internal name (i)]) <integer>
The amount in seconds it will take to hold fade.
Fade Alpha (renderamt) ([todo internal name (i)]) <integer>
Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
Fade Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Fade color.
Reload Delay (seconds) ([todo internal name (i)]) <integer>
On Trigger, the amount of time in seconds it will take to reload a save. When set, it will take over Game/Player and reload when prompted.